Quaternion.LookRotation

hey,
I have a little problem with Quaternions.

i am shooting a little ball, and when that ball collides with the ground a flat sphere( circle ) should appear. Everything works just fine, but the rotation is wrong.
I am using the LookRotation-function of the Quaternion, but it seems i don’t fully understand what it does.
(for example my level is a completely flat, so it should look exactly 90° upwards. But the rotation of the circle is x 76, y 74, z 1)

ATM my code looks like that:

void OnCollisionEnter(Collision collision)
{
	contact = collision.contacts[0];

	Instantiate(SpinningRange, transform.position, Quaternion.LookRotation(contact.normal) );
}

i hope someone can help me =)

if you just want it to look up, I think you can use.

Instatiate(SpinningRange, transform.position, Quaternion.SetLookRotation(Vector3.up));

or

var Clone : GameObject = Instatiate(SpinningRange, transform.position,transform.rotation);
Clone.rotation = (desired rotation);

I guess the problem is that you don’t set the up-vector explicitly.

Therefore you call Quaternion.LookRotation like this:

Quaternion.LookRotation(contact.normal,Vector3.up);

The problem is that if contact.normal equals Vector3.up you get in trouble. The second parameter (the up-vector) specifies the rotation around the axis given in the first parameter. If the first parameter is Vector3.up you have to use Vector3.right or .forward as up-vector.